#pragma pack_matrix(row_major) 
 

struct vs_in
{ 
	
	float3 position : POSITION; 
	float2 texCoord : TEXCOORD; 

}; 

struct vs_out 

{
	float4 position : SV_POSITION; 
	
	float2 texCoord : TEXCOORD; 

}; 

cbuffer buffer : register(b0)
{
	float4x4 world;
	float4x4 view;
	float4x4 proj;
}

vs_out main(vs_in inval) 
{ 
	vs_out outval = (vs_out)0; 

	float4 localH = mul(float4(inval.position.xyz, 1.f), world);
	localH = mul(localH, view);
	localH = mul(localH, proj);

	outval.position = localH;
	outval.texCoord = inval.texCoord; 
 
	
	return outval; 

}